Trouble in Terrorist Town v14

Version 14 has been out for a few days, this post is a bit late. If you run a server, make sure it's fully updated to GMod v101. Changes:

New features

C4
menus now let you destroy the bomb to quietly get rid of it. Mainly
intended for detectives/innocent who don't want anyone to get their
hands on it.

Grenades you're about to throw when you die will drop on the ground in armed state, meaning they will still explode.

Water now extinguishes players, corpses, etc. If you can get a corpse in water after it's flaregunned, it will not be destroyed.

Rearm
scripts for nearly all CS:S maps have been updated, fixing some
spawnpoints, tweaking some placements, and adding extra weaponry in the
form of random weapon spawns.

Balance

Discombobulator jumping is no longer super-reliable.

Discombobulator pushing mechanics have been reworked to be more reliable in normal usage.

Fixes

Fixed
exploit where spamming the flashlight could be used to mute your gun
sounds. There is now a delay between flashlight toggles.

Fixed Lua error on server related to ttt_map_settings outputs.

Fixed the round end "continue" vote interfering with a running Fretta gamemode vote.

Fixed unspecific message when trying to get a DNA sample of a killer who has disconnected.

"Preparation phase began" message is no longer shown in round report, because it was useless.

Modding

Improved documentation on custom item IDs in equip_item_shd.lua, and increased the number of items the game supports.

Server/admin

Auto-bans
(karma, namechange) will now use a server admin plugin to perform the
ban, if one is detected. Currently ULX and Evolve are auto-detected. You
can specify Sourcemod as well, using the ttt_ban_type convar. It defaults to "autodetect", but can be set to "sm" (Sourcemod), "ulx", "evolve", or "gmod" (standard banid).

Damagelog now lists detectives properly rather than calling them innocents.